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HP b2600 Reference Guide

HP b2600
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T
glTexImage3DEXT
Chapter 18
445
depth Specifies the depth of the texture image. Must be 2
l
+ 2 × border for
some integer l.
border Specifies the width of the border. Must be either 0 or 1.
format Specifies the format of the pixel data. The following symbolic values
are accepted: GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE,
GL_ALPHA, GL_RGB, GL_RGBA, GL_LUMINANCE, and
GL_LUMINANCE_ALPHA. If the extension GL_EXT_shadow is
supported, the symbolic value GL_DEPTH_COMPONENT is also
accepted.
type Specifies the data type of the pixel data. The following symbolic values
are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP,
GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
GL_INT, and GL_FLOAT.
pixels Specifies a pointer to the image data in memory.
Description
Texturing maps a portion of a specified texture image onto each graphical primitive for
which texturing is enabled. Three-dimensional texturing is enabled and disabled using
glEnable and glDisable with argument GL_TEXTURE_3D_EXT.
Texture images are defined with glTexImage3DEXT. The arguments describe the
parameters of the texture image, such as height, width, depth, width of the border,
level-of-detail number (see glTexParameter), and the internal resolution and format
used to store the image. The last three arguments describe the way the image is
represented in memory, and they are identical to the pixel formats used for
glDrawPixels.
If target is GL_PROXY_TEXTURE_3D_EXT no data is read from pixels, but all of the
texture image state is recalculated, checked for consistency, and checked against the
implementation’s capabilities. If the implementation cannot handle a texture of the
requested texture size, it will set all of the texture image state to 0
(GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_BORDER,
GL_TEXTURE_COMPONENTS), but no error will be generated.
If target is GL_TEXTURE_3D_EXT, data is read from pixels as a sequence of signed or
unsigned bytes, shorts, or longs, or single-precision floating-point values, depending on
type. These values are grouped into sets of one, two, three, or four values, depending on
format, to form elements.
The first element corresponds to the lower-left-rear corner of the texture volume.
Subsequent elements progress left-to-right through the remaining texels in the
lowest-rear row of the texture volume, then in successively higher rows of the rear 2D
slice of the texture volume, then in successively closer 2D slices of the texture volume.
The final element corresponds to the upper-right-front corner of the texture volume.
Each element of pixels is converted to an RGBA element according to
GL_COLOR_INDEX
Each element is a single value, a color index. It is converted to fixed point (with an
unspecified number of zero bits to the right of the binary point), shifted left or right
depending on the value and sign of GL_INDEX_SHIFT, and added to
GL_INDEX_OFFSET (see glPixelTransfer). The resulting index is converted to a set of

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HP b2600 Specifications

General IconGeneral
BrandHP
Modelb2600
CategoryDesktop
LanguageEnglish

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